BWatford's Mummy's Mask Table #1 (Inactive)

Game Master bwatford

Pathfinder Mummy's Mask AP PbP


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Scarab Sages

M Halfling Archaeologist Bard 1 | HP 9/9 | AC 19 | T 14 | FF 16 | CMD 12 | Fort +3 | Ref +7 | Will +2, +2 vs fear | Init +3 | Perc +4 | Sense Motive -2

I understand your house rule. There are powers and class abilities that let you take 10 in combat. Many other times you can take 10 when not rushed or threatened. I have a fighter with a trait that lets him take 10 on swim checks. Advanced rogue powers let them take 10 on acrobatics, and other skills. Normally taking 10 is meant to take the same about of time as taking the action. So is it ok to say taking 10 "for perception" takes 1 minute?


Yes perception etc. unless a class skill allows you to take 10 as a standard action.

Scarab Sages

M Halfling Archaeologist Bard 1 | HP 9/9 | AC 19 | T 14 | FF 16 | CMD 12 | Fort +3 | Ref +7 | Will +2, +2 vs fear | Init +3 | Perc +4 | Sense Motive -2
bwatford wrote:


Also with Neferteri, after giving your pack to the dwarf you are at 24.505 pounds of carrying weight out of a maximum of 26 for a light load. So mostly anything will throw you over at the moment.

Nefer will try very hard to stay light. His AC and skills depend on it. I am not sure what I am doing wrong but when I use a spreadsheet to calculate his weight I get a lower number.


Male Dwarf Cloistered Cleric of Brigh 1 (AC: 16 [T: 12 /F: 14] +4 vs. Giants; CMD 13 [+4 w/Stability]; HP: 8/8; F+2, R+2, W+5 [+2 vs Poison, Spells, and Spell-like]; Init: +2; Perc: +3 [+4 more w/Stonecunning, +2 more for Ancient Osirion C or S doors])

Sorry, first day of leave.

Switched out Detect Magic for Detect Poison, since I'm sure there is plenty of the former in this party (and I have no spellcraft to put the spell to full use anyways).

So my spells are Detect Poison and Create Water, and Bless for 1st level.

Sorry guys, but as a cloistered, I have a much smaller set of spells. Holbrecht feels that if the need for water should arise, it will be more important than the +1 from guidance.

I will post in the gameplay shortly.


Will resolve current actions as soon as lin adds hers.


Holbrecht's character sheet has been updated to reflect the spell change.


Neferteri wrote:
Can the group take 20 on this?

You can take 20 on most any skill check other than knowledge that does not have a possible "Bad" outcome and the group has time and not in combat. So the doors should not be an issue.

Also I have moved 10 small arrows and 10 small blunt arrows and the 4gp, 7sp and 7cp from your person and placed them in your bacpack that Holbrecht is carrying for you.

New eight is 22.625 pounds of 24.75 pounds (Maximum Light Load)

Hobrecht's new weight is 69.94 pounds of 100 pounds (Maximum Medium Load)

Both characters official sheets have been updated to reflect this change.


Aweful quiet on here today.....

Scarab Sages

M Halfling Archaeologist Bard 1 | HP 9/9 | AC 19 | T 14 | FF 16 | CMD 12 | Fort +3 | Ref +7 | Will +2, +2 vs fear | Init +3 | Perc +4 | Sense Motive -2

OK. I'll post again. :)


Female Human (Tian Xia ethnicity) Summoner

Games slow down a bit on weekends.


Male Angelkin (Aasimar) 1st level Paladin (Undead Scourge) | HP 12/13 | AC 19 | T 11 | FF 18 | CMD 15 | Fort +4 | Ref +1 | Will +1 | Init +1 | Perc +4 | Sense Motive -1

Yeah, sorry guys. I'm home with my little guy all weekend while the wife is working. I will have time to post tomorrow, we had kind of a rough day.


Well I hope it gets better for you. I know how the rough days go. Look forward to your post.


Just wanted to take a second and make sure everyone is on the same page as far as posting rules for this PbP game:

- Make at least one quality post per day Monday - Friday

- Saturday & Sunday are optional but we will all miss you terribly.

- If you do not post for 3 consecutive days (M-F) you will be given an official warning unless you have made arrangements prior. 3 Warnings and you will be replaced in the game. Again we would miss you but we can't move forward without all our wheels.

- If you do not post for a week straight (7 days, not counting Sat & Sun) without making arrangements then you will be removed from the game and replaced with another player. No exceptions.
If you have not posted in that long and have not let someone know your whereabouts we may issue a missing persons report but we will have to move on without you.

All the above are easily avoidable if you would just let us know in advance of extended abscesses, and times you can not post. Common courtesy goes a long way in both directions.

Now that we have got our feet wet and I am beginning to see the flow of the game I can let you know more about when I resolve player actions.

I resolve actions twice a day (7 days a week) when out of combat. Once in the morning. Usually around 9-10 am Central Standard Time and once in the evening usually between 9 - 10 pm Central Standard Time. This gives everyone a chance to do up to two actions that require GM response per day. I also check the discussion board regularly throughout the day M-F.

During times of combat, the initiative order will be divided into two groups (Before the enemy, After the enemy) and specific instructions for posting will be given at that time.

Only we as a group can make this a long lasting PbP game and all suggestions that you may have to help make the game more fun are always welcome.


Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4

Hey, I posted yesterday... ^^;

Scarab Sages

M Halfling Archaeologist Bard 1 | HP 9/9 | AC 19 | T 14 | FF 16 | CMD 12 | Fort +3 | Ref +7 | Will +2, +2 vs fear | Init +3 | Perc +4 | Sense Motive -2

Very reasonable. I hope to run my first PBP soon and will adopt something very similar. I have played a good number of game and am always surprised at the number of players who commit, even going through a lengthy selection process and then fail to post as promised.


Male Dwarf Cloistered Cleric of Brigh 1 (AC: 16 [T: 12 /F: 14] +4 vs. Giants; CMD 13 [+4 w/Stability]; HP: 8/8; F+2, R+2, W+5 [+2 vs Poison, Spells, and Spell-like]; Init: +2; Perc: +3 [+4 more w/Stonecunning, +2 more for Ancient Osirion C or S doors])

Sorry for the silence, just offering a reminder that I'll be spotty these two weeks while traveling.


@ Holbrecht

If something happens (Combat breaks out). Do I have permission to GM control your PC if a post is not made within 24 hours (M-F)?

If so, are there any specific instructions on what his course of action will be in most general cases?


Male Dwarf Cloistered Cleric of Brigh 1 (AC: 16 [T: 12 /F: 14] +4 vs. Giants; CMD 13 [+4 w/Stability]; HP: 8/8; F+2, R+2, W+5 [+2 vs Poison, Spells, and Spell-like]; Init: +2; Perc: +3 [+4 more w/Stonecunning, +2 more for Ancient Osirion C or S doors])
bwatford wrote:

@ Holbrecht

If something happens (Combat breaks out). Do I have permission to GM control your PC if a post is not made within 24 hours (M-F)?

If so, are there any specific instructions on what his course of action will be in most general cases?

Yes, I'm fine with that. He's most likely to try and knowledge and share anything they encounter combat wise. After that he will simply tend to use his warhammer.

He would only use Bless (his 1 spell) if there are multiple enemies proving difficult, otherwise reserving it to use as a heal if needed. He won't channel unless the enemy cannot be healed by it (non-living constructs or undead).

Scarab Sages

M Halfling Archaeologist Bard 1 | HP 9/9 | AC 19 | T 14 | FF 16 | CMD 12 | Fort +3 | Ref +7 | Will +2, +2 vs fear | Init +3 | Perc +4 | Sense Motive -2

Or unless one of his party would die without it?


Male Dwarf Cloistered Cleric of Brigh 1 (AC: 16 [T: 12 /F: 14] +4 vs. Giants; CMD 13 [+4 w/Stability]; HP: 8/8; F+2, R+2, W+5 [+2 vs Poison, Spells, and Spell-like]; Init: +2; Perc: +3 [+4 more w/Stonecunning, +2 more for Ancient Osirion C or S doors])

That's when he would be more likely to use the CLW spell. Since any of us can live to -Con, they would have to be close to complete death to warrant also healing the enemy by channeling.


I am heading off to run my Real Life Mummy's Mask campaign. Come to a consensus in the thread on a course of action and I will resolve it tonight.

I will answer any questions as time allows today.


Male Dwarf Cloistered Cleric of Brigh 1 (AC: 16 [T: 12 /F: 14] +4 vs. Giants; CMD 13 [+4 w/Stability]; HP: 8/8; F+2, R+2, W+5 [+2 vs Poison, Spells, and Spell-like]; Init: +2; Perc: +3 [+4 more w/Stonecunning, +2 more for Ancient Osirion C or S doors])

So, the only problem I see now, is that Lin can't summon a pony, and have Kachu out at the same time. So we give up a +1 for a +1.

EDIT: She has augment summons. So a conjured pony would be +3 Str. That would be enough to put us over what we need. Pony +3, Nulyth +3, Holbrecht w/crowbar +3, will give us 29.


Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4

Fortitude save 1d20 + 1 ⇒ (20) + 1 = 21

Whew! Aced it. ^^ Being poisoned is no fun with a Wizard's Fortitude save...

Stupid baby scorpion. ^^; If anyone drove it into Akhentepi's tomb on purpose, they're in for a world of discomfort.


Alexander Pierpoint wrote:

Fortitude save 1d20+1

Whew! Aced it. ^^ Being poisoned is no fun with a Wizard's Fortitude save...

Stupid baby scorpion. ^^; If anyone drove it into Akhentepi's tomb on purpose, they're in for a world of discomfort.

I had made the initial surprise round save of which you failed, taking -1 strength. On the successful sting in the 1st round I used the save above so you fought off the second sting so it won't stack. On your next turn you will need to make another DC 13 Fortitude save against the continued effects of the poison from the surprise round.


Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4

Uh. I noticed. I meant this save for the next round. ^^; You know, before the second sting came. I'll save again next round.

Scarab Sages

M Halfling Archaeologist Bard 1 | HP 9/9 | AC 19 | T 14 | FF 16 | CMD 12 | Fort +3 | Ref +7 | Will +2, +2 vs fear | Init +3 | Perc +4 | Sense Motive -2

Now that Neferteri has acted do you want him to fall into Group 2? True he would be at the end of Group 2, but there is now do difference between the end of group 2 and group 1.


That will be fine, lets hope the little bugger doesn't last that long. Alexander is looking awful pale.


Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4

Yeah, I could use a CLW. Or a hot coffee. ^^
I'm telling you, Toughness is THE feat for 1st-level arcane spellcasters.


Did I jest witness a possible fumble from Alexander?

Quote:
Ranged attack 1d20 + 3 ⇒ (1) + 3 = 4 for 1d6 - 1 ⇒ (3) - 1 = 2 damage.

Oh my.


Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4

On the other hand, the sword is wielded with magical force, not my actual hand, so...? ^^; Eh heh heh. *desperately seeking loopholes*


It may not cause one, the selection is random and if it could not apply to a magical wielded range weapon then it would just be a miss. We will have to wait and see.

Hopefully it won't make it back to you before the little bug is crushed.


@ Lin Zi

Just so you are aware, which you probably are already, a pony summoned has the celestial template added as well as your augmentation of +4 Str and +4 Con.

Also a non-combat trained pony which this is has -3 to hoof attacks as they are considered secondary attacks and not primary.

Here is the stat block for you for easy reference...

Pony
Celestial Horse, Pony
N Medium animal
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
Resist acid 5, cold 5, electricity 5; SR 6
--------------------
Offense
--------------------
Speed 40 ft.
Melee 2 hooves +1 (1d3+2) and
. . unarmed strike +6 (1d3+5 nonlethal)
Special Attacks smite evil
--------------------
Statistics
--------------------
Str 21, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +6; CMD 17 (21 vs. trip)
Feats Endurance, Run
Tricks Come, Heel, Riding, Stay
Skills Acrobatics +1 (+5 to jump with a running start), Perception +5
SQ riding
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Smite Evil (1/day) (Su) +0 to hit, +2 to damage when used.
Spell Resistance (6) You have Spell Resistance.

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Female Human (Tian Xia ethnicity) Summoner

Quite aware thanks, factored it all in, though I forgot that smite adds +2 damage, I always thought at low levels it did nothing. Cheers.

Scarab Sages

M Halfling Archaeologist Bard 1 | HP 9/9 | AC 19 | T 14 | FF 16 | CMD 12 | Fort +3 | Ref +7 | Will +2, +2 vs fear | Init +3 | Perc +4 | Sense Motive -2

Doesn;t smite only work on evil? In this case the scorpion is and animal (vermin) and very likely not evil.


With the horses strength bonus the attacks would be at +1 and not at -1 as she listed in the thread. Smite would not work on the vermin. It however can not add flanking since it is not a combat trained pony and doesn't have the flank trick.


Female Human (Tian Xia ethnicity) Summoner

Yup, but it'll be useful when we run into undead.

Edit: I thought ponies had -3 normally and -1 with Augment Summons? And why can't it add flanking? Sure I can't direct it to move into a flanking position, so I was just going to summon it straight into flanking with Nuyleth.

Scarab Sages

M Halfling Archaeologist Bard 1 | HP 9/9 | AC 19 | T 14 | FF 16 | CMD 12 | Fort +3 | Ref +7 | Will +2, +2 vs fear | Init +3 | Perc +4 | Sense Motive -2

There is a flank trick?


Lin Zi wrote:

Yup, but it'll be useful when we run into undead.

Edit: I thought ponies had -3 normally and -1 with Augment Summons? And why can't it add flanking? Sure I can't direct it to move into a flanking position, so I was just going to summon it straight into flanking with Nuyleth.

The breakdown of the hooves are as follows: +1 BAB, +5 Strength Bonus, -5 Secondary Natural Attack = +1

Now if you didn't have the Augmented Summons it would be:
BAB +1, +3 Strength, -5 Secondary Natural Attack = -1

The Flank trick (Animal Archive p. 9) reads:

Quote:


Flank (DC 20): You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening that foe, the animal attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.

However since you did summon the pony into a flanking square it will get and give a flanking bonus.


Female Human (Tian Xia ethnicity) Summoner

Huh; this says otherwise.


The falt of my herolab stat block is it gave the pony a higher strength score for some reason. The rules say a pony has 13 strength, HL gave it 17 before augmentation. Which is wrong.

However I already gave it to you this round so I will adjust it for next time.


Male Dwarf Cloistered Cleric of Brigh 1 (AC: 16 [T: 12 /F: 14] +4 vs. Giants; CMD 13 [+4 w/Stability]; HP: 8/8; F+2, R+2, W+5 [+2 vs Poison, Spells, and Spell-like]; Init: +2; Perc: +3 [+4 more w/Stonecunning, +2 more for Ancient Osirion C or S doors])

Just a brief appearance. Finally told the wife I was long overdue for getting online.


Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4

My home internet is being ... much less than cooperative (again) and I may not be able to come online every day. Please don't think that I've given up on the game! I will try to return as I can... Feel free to DMPC me if such becomes necessary.


Female Human (Tian Xia ethnicity) Summoner

What would be the DC for not using the rope?


The shaft is 10 feet square and an example of superior masonry, deliberately constructed to be difficult to climb, a successful DC 25 Climb check is needed to ascend or descend without a rope.

Kachu climbs at 30 feet per attempt, so he would need two checks to get down to the bottom and then there is the 10 foot drop to the floor once the shaft ends.

If he takes 10 it is only a 23 so he would need further assistance or he would have to roll for it. You can not take 20 on it because of the risk of falling.


Male Angelkin (Aasimar) 1st level Paladin (Undead Scourge) | HP 12/13 | AC 19 | T 11 | FF 18 | CMD 15 | Fort +4 | Ref +1 | Will +1 | Init +1 | Perc +4 | Sense Motive -1

Super busy day at work. Just got home and still have a report to write, I will try to get a post in later if possible. DMPC if necessary!


We are stagnating guys and gals. One post in three days from a couple of you and no post from Holbrecht at all since last weekend is really dragging the game down.

One post per day M-F is the minimum requirement for this game. If you can not meet this requirement then please let me know so we can find a replacement.

I know Holbrecht is on the road and his service is spotty so hopefully he will be back up to par with the next couple of days.

It kind of feels like the Alexander and Neferteri show in there.

Scarab Sages

M Halfling Archaeologist Bard 1 | HP 9/9 | AC 19 | T 14 | FF 16 | CMD 12 | Fort +3 | Ref +7 | Will +2, +2 vs fear | Init +3 | Perc +4 | Sense Motive -2

I am not posting as much as I would like because I am conscious of that. I love this AP already but want to move it along as well.


Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4

Agreed! This game is far too much fun for it to end here already. :(


Worse case scenario is to merge the best from both tables. They are only one room ahead of you guys. Hopefully it won't come to that.


Male Dwarf Cloistered Cleric of Brigh 1 (AC: 16 [T: 12 /F: 14] +4 vs. Giants; CMD 13 [+4 w/Stability]; HP: 8/8; F+2, R+2, W+5 [+2 vs Poison, Spells, and Spell-like]; Init: +2; Perc: +3 [+4 more w/Stonecunning, +2 more for Ancient Osirion C or S doors])

Still here and loving the game. Vacation was more chaotic than expected. Posting from hotel real quick. Have two more days of driving until I'm home.

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